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three.js
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53bc1ea6
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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53bc1ea6
编写于
2月 20, 2012
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Implemented @rectalogic's blender exporter flipyz patch. Fixes #825 and #1351.
上级
2a18c4c9
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
14 addition
and
12 deletion
+14
-12
utils/exporters/blender/2.62/scripts/addons/io_mesh_threejs/export_threejs.py
...der/2.62/scripts/addons/io_mesh_threejs/export_threejs.py
+14
-12
未找到文件。
utils/exporters/blender/2.62/scripts/addons/io_mesh_threejs/export_threejs.py
浏览文件 @
53bc1ea6
...
...
@@ -454,7 +454,7 @@ def setBit(value, position, on):
mask
=
~
(
1
<<
position
)
return
(
value
&
mask
)
def
generate_faces
(
normals
,
uvs
,
colors
,
meshes
,
option_normals
,
option_colors
,
option_uv_coords
,
option_materials
,
flipyz
,
option_faces
):
def
generate_faces
(
normals
,
uvs
,
colors
,
meshes
,
option_normals
,
option_colors
,
option_uv_coords
,
option_materials
,
option_faces
):
if
not
option_faces
:
return
""
,
0
...
...
@@ -483,7 +483,7 @@ def generate_faces(normals, uvs, colors, meshes, option_normals, option_colors,
mesh_extract_colors
=
False
for
i
,
f
in
enumerate
(
mesh
.
faces
):
face
=
generate_face
(
f
,
i
,
normals
,
uvs
,
colors
,
mesh
,
option_normals
,
mesh_colors
,
mesh_uvs
,
option_materials
,
flipyz
,
vertex_offset
,
material_offset
)
face
=
generate_face
(
f
,
i
,
normals
,
uvs
,
colors
,
mesh
,
option_normals
,
mesh_colors
,
mesh_uvs
,
option_materials
,
vertex_offset
,
material_offset
)
chunks
.
append
(
face
)
vertex_offset
+=
len
(
mesh
.
vertices
)
...
...
@@ -496,7 +496,7 @@ def generate_faces(normals, uvs, colors, meshes, option_normals, option_colors,
return
","
.
join
(
chunks
),
len
(
chunks
)
def
generate_face
(
f
,
faceIndex
,
normals
,
uvs
,
colors
,
mesh
,
option_normals
,
option_colors
,
option_uv_coords
,
option_materials
,
flipyz
,
vertex_offset
,
material_offset
):
def
generate_face
(
f
,
faceIndex
,
normals
,
uvs
,
colors
,
mesh
,
option_normals
,
option_colors
,
option_uv_coords
,
option_materials
,
vertex_offset
,
material_offset
):
isTriangle
=
(
len
(
f
.
vertices
)
==
3
)
if
isTriangle
:
...
...
@@ -938,7 +938,7 @@ def generate_ascii_model(meshes, morphs,
elif
align_model
==
3
:
top
(
vertices
)
faces_string
,
nfaces
=
generate_faces
(
normals
,
uvs
,
colors
,
meshes
,
option_normals
,
option_colors
,
option_uv_coords
,
option_materials
,
flipyz
,
option_faces
)
faces_string
,
nfaces
=
generate_faces
(
normals
,
uvs
,
colors
,
meshes
,
option_normals
,
option_colors
,
option_uv_coords
,
option_materials
,
option_faces
)
materials_string
=
",
\n\n
"
.
join
(
materials
)
...
...
@@ -978,7 +978,7 @@ def generate_ascii_model(meshes, morphs,
# Model exporter - export single mesh
# #####################################################
def
extract_meshes
(
objects
,
scene
,
export_single_model
,
option_scale
):
def
extract_meshes
(
objects
,
scene
,
export_single_model
,
option_scale
,
flipyz
):
meshes
=
[]
...
...
@@ -993,12 +993,14 @@ def extract_meshes(objects, scene, export_single_model, option_scale):
if
not
mesh
:
raise
Exception
(
"Error, could not get mesh data from object [%s]"
%
object
.
name
)
# that's what Blender's native export_obj.py does
# to flip YZ
if
export_single_model
:
X_ROT
=
mathutils
.
Matrix
.
Rotation
(
-
math
.
pi
/
2
,
4
,
'X'
)
mesh
.
transform
(
X_ROT
*
object
.
matrix_world
)
if
flipyz
:
# that's what Blender's native export_obj.py does
# to flip YZ
X_ROT
=
mathutils
.
Matrix
.
Rotation
(
-
math
.
pi
/
2
,
4
,
'X'
)
mesh
.
transform
(
X_ROT
*
object
.
matrix_world
)
else
:
mesh
.
transform
(
object
.
matrix_world
)
mesh
.
calc_normals
()
mesh
.
transform
(
mathutils
.
Matrix
.
Scale
(
option_scale
,
4
))
...
...
@@ -1023,7 +1025,7 @@ def generate_mesh_string(objects, scene,
option_animation
,
option_frame_step
):
meshes
=
extract_meshes
(
objects
,
scene
,
export_single_model
,
option_scale
)
meshes
=
extract_meshes
(
objects
,
scene
,
export_single_model
,
option_scale
,
flipyz
)
morphs
=
[]
...
...
@@ -1036,7 +1038,7 @@ def generate_mesh_string(objects, scene,
for
frame
in
scene_frames
:
scene
.
frame_set
(
frame
,
0.0
)
anim_meshes
=
extract_meshes
(
objects
,
scene
,
export_single_model
,
option_scale
)
anim_meshes
=
extract_meshes
(
objects
,
scene
,
export_single_model
,
option_scale
,
flipyz
)
frame_vertices
=
[]
...
...
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